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You could go into the Magaambyan Arcanist Prc and add them to you list as they are on the Druid list.
I really don't think it's worth it though.

Gregory Connolly |

If you are truly opposed to using belts and headbands for some reason you can use the spell research rules to learn them if your GM allows. You can keep getting your character killed and having your companions reincarnate you until you become a Samsaran and then take Mystic Past Life, but that is expensive and extreme.

Obeliske |
I'm a Half-Orc Scarred Witch Doctor.
We are starting at level 2 getting the headbands or belts is quite some time off :P I was hoping to get them to buff my party a bit more as I feel the witch doesn't have a lot of buffing spells (also a little light on the DD TBH) a pure debuffer is a bit boring imho.

FuelDrop |

If you are truly opposed to using belts and headbands for some reason you can use the spell research rules to learn them if your GM allows. You can keep getting your character killed and having your companions reincarnate you until you become a Samsaran and then take Mystic Past Life, but that is expensive and extreme.
Belts and headbands are, like, so material dude. You gotta use alternative stat boosts rather than giving in to the belt and headband fat cat tycoons. Stick it to the man, man!

Larkos |

Based on patron, you could get owl's wisdom, bull's strength, bear's endurance, OR cat's grace. Or if you're playing a Samsaran, the Mystic Past Life trait would let you add spells to your spell list. Otherwise, I don't think there is a way.
What do you need them for?
This is best way without changing classes. The witch can definitely buff if they want to but they need to pick the right patron. Endurance would be best for you as it gives you bear's endurance and mass bear's endurance which helps the whole party with hitpoints and fort saves and gives you a buff to your spells.

Cevah |

These are nifty and fix your problem immediately
Downside is uber expensive for what your wanting XD
Ring of Spell Knowledge
Linkified.
I asked about that here. I presented my arguments for using the ring to learn spells, but got no love.
Remember, the witch does not know the spell, the familiar does. You run afoul of this in the Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar.
/cevah

Rerednaw |
+1 with Larkos/RDN.
Note raising your Con (temporary bonus) does not affect saving throw DCs of your hexes or spells. The temporary ability modifier clause only affects spells by RAW and is only cited under int/wis/cha.
Well unless there is a specific rule under Witch Doctor.

Larkos |

+1 with Larkos/RDN.
Note raising your Con (temporary bonus) does not affect saving throw DCs of your hexes or spells. The temporary ability modifier clause only affects spells by RAW and is only cited under int/wis/cha.
Well unless there is a specific rule under Witch Doctor.
I believe there is: "A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence."
James Jacobs has spoken on the subject but I'm too lazy to look it up. I would imagine you're supposed to use con for hex save dcs. I remember Jacobs specifically saying that bonus spells after 1st level are not covered by this and still rely on int as a way of balancing them.

Orfamay Quest |

Xedrek wrote:These are nifty and fix your problem immediately
Downside is uber expensive for what your wanting XD
Ring of Spell KnowledgeLinkified.
I asked about that here. I presented my arguments for using the ring to learn spells, but got no love.
There's also the problem that "All [rings of spell knowledge] are useful only to spontaneous arcane spellcasters."
So no love for the witch.

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Cevah wrote:Xedrek wrote:These are nifty and fix your problem immediately
Downside is uber expensive for what your wanting XD
Ring of Spell KnowledgeLinkified.
I asked about that here. I presented my arguments for using the ring to learn spells, but got no love.
There's also the problem that "All [rings of spell knowledge] are useful only to spontaneous arcane spellcasters."
So no love for the witch.
Couldn't you have the Familiar put on the Ring of Spell Knowledge (With the Extra Item Slot feat if necessary) and then it is the Familiar learning the extra spell, which allows it to be cast by the witch?

Orfamay Quest |

Orfamay Quest wrote:Couldn't you have the Familiar put on the Ring of Spell Knowledge (With the Extra Item Slot feat if necessary)Cevah wrote:Xedrek wrote:These are nifty and fix your problem immediately
Downside is uber expensive for what your wanting XD
Ring of Spell KnowledgeLinkified.
I asked about that here. I presented my arguments for using the ring to learn spells, but got no love.
There's also the problem that "All [rings of spell knowledge] are useful only to spontaneous arcane spellcasters."
So no love for the witch.
No, for several reasons. First, because a typical familiar is not itself a spontaneous arcane spellcaster (the only one I can think of offhand is a faerie dragon). And even a faerie dragon can't teach the spells it itself knows to its witch.

Rerednaw |
Rerednaw wrote:+1 with Larkos/RDN.
Note raising your Con (temporary bonus) does not affect saving throw DCs of your hexes or spells. The temporary ability modifier clause only affects spells by RAW and is only cited under int/wis/cha.
Well unless there is a specific rule under Witch Doctor.
I believe there is: "A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence."
James Jacobs has spoken on the subject but I'm too lazy to look it up. I would imagine you're supposed to use con for hex save dcs. I remember Jacobs specifically saying that bonus spells after 1st level are not covered by this and still rely on int as a way of balancing them.
Partially correct, I miss-typed. Under temp ability scores, spell DCs are affected but it doesn't say anything about (Su) hexes.
Maybe RAI, but not RAW. Unless they FAQ's or errated it.
Which means hexes are NOT effected.

Tinalles |
This is subject to GM approval of course, but Ultimate Campaign spells out a mechanic for researching a spell. It's pricey and slow, though.

Orfamay Quest |
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Partially correct, I miss-typed. Under temp ability scores, spell DCs are affected but it doesn't say anything about (Su) hexes.Maybe RAI, but not RAW. Unless they FAQ's or errated it.
Which means hexes are NOT effected.
They FAQed it. There is for all practical purposes no difference between temporary ability modifiers and permanent ones.
Temporary Ability Score Increases and Monster Abilities: Do these affect the DCs of monster and PC supernatural abilities based on those ability scores?
Although the description of temporarily ability score bonuses just refers to increasing spell DCs, that is a legacy of some older game terminology not being updated as new features were added to the rules. Temporary ability score increases should affect supernatural ability DCs based on those ability scores, such as a medusa's gaze attack or a witch's hexes.Temporary Ability Score Increases vs. Permanent Ability Score Increases: Why do temporary bonuses only apply to some things?
Temporary ability bonuses should apply to anything relating to that ability score, just as permanent ability score bonuses do. The section in the glossary was very tight on space and it was not possible to list every single ability score-related game effect that an ability score bones would affect.The purpose of the temporary ability score ruling is to make it so you don't have to rebuild your character every time you get a bull's strength or similar spell; it just summarizes the most common game effects relative to that ability score.
For example, most of the time when you get bull's strength, you're using it for combat, so the glossary mentions Strength-based skill checks, melee attack rolls, Strength-based weapon damage rolls, CMB, and CMD. It doesn't call out melee attack rolls that use Dex instead of Str (such as when using Weapon Finesse) or situations where your applied Str bonus should be halved or multiplied (such as whith off-hand or two-handed weapons). You're usually not using the spell for a 1 min./level increase in your carrying capacity, so that isn't mentioned there, but the bonus should still apply to that, as well as to Strength checks to break down doors.
Think of it in the same way that a simple template has "quick rules" and "rebuild rules;" they're supposed to create monsters which are roughly equivalent in terms of stats, but the quick rules are a short cut that misses some details compared to using the rebuild rules. Likewise, the temporary ability score rule is intended as a short cut to speed up gameplay, not as the most precise way of applying the bonus.
A temporary ability score bonus should affect all of the same stats and rolls that a permanent ability score bonus does.